This might belong in the Barb thread, but it may apply to Monks as well but I cannot be sure having never played a Monk before. The reason I opened a seperate thread is because this is a very specific topic I wish to touch on, and in general threads things get derailed too quickly. I wish for this to be a thread of constructive opinions, and hopefully get a few insights along the way. All thoughts here are merely an opinion of mine. It's a long read for a forum post.
I'd like to discuss the gameplay of melee heroes, or rather the change in gameplay when getting to Inferno. And this will mostly apply for solo games where you do not have the benefit of other characters pulling aggro.
In Normal, Nightmare and even maybe Hell there are many builds you can utilize. Like Jay Wilson always said, it's all about viable builds. Inferno though, changes the game when it comes to which builds are viable. Rock in a weird build in Inferno and chances are Elites will melt you within 5 secs.
Why the sudden change in gameplay landscape?
- Diminishing returns on investment for items.
Every point of DPS you add will cost you more and more gold, or money. Going from a 400 DPS to 500 DPS weapon is going to cost you a lot less as compared to going from a 900 DPS to a 1000 DPS weapon. Soon enough, you will hit the hard limit where upgrades are a lot harder to come by and you're limited by either cost or game design (Currently for example there is no 1H with 2k DPS). Any wall you hit in Normal, you can overcome by item upgrades that allow you to break the "Kill time threshold". Same goes with defensive items.
- Minion HP exceeds "Kill time threshold".
First of all, let me clarify "Kill time threshold". Put simply, it is the time your character can spend hitting a specific target before your life bottoms out or you need to pull out of the fight. There are many things that can affect this threshold, such as :
- Minion Health
- Minion DPS
- Your DPS
- Your Health, Armor and Resistance
- Your skills (For healing or sustain)
- Sustain (LOH, Life regen)
- Etc.
As a melee character, you will take damage when you're dealing damage. This is a given. In a nutshell, when you engage a minion there are 2 outcomes to that straight fight. Either minion dies, or you pull out due to low life. The point where you start the engagement and you opt to pull out is your "Kill time threshold". This is the area I wish to touch on.
Kill minions within the threshold
Optimal solution. In other difficulty levels, this is possible by adding DPS. In Inferno however, it's not. Let's say you can straight up tank any Elites for 8 full seconds with the use of Ignore Pain and Revenge procs. Can you realistically kill before the 10 seconds is up? In the later Acts of Inferno, Elites rock anywhere between 2-3M HP. Champions up to 4M. Affixes such as Shielding makes it worse. Unless you're rocking a 200k DPS melee hero, you have to look for other alternatives.
Extending the threshold
There are 2 ways I can think of that extends the time you stay in battle, and will go through these :
Health Globes
The route utilized by all out offence melee chars. The theory behind this is you use Health Globes to sustain you through the fight to the point you kill the minion. Health Globes have a chance to drop when the minion hits half health or dies. The 'Sword to Ploughshires' rune gives you increased chance. Again, it all comes down to if you can have a high enough DPS to half life the minion and sustain that DPS through for the kill. The insane amount of HP Elites and Champions have in Inferno renders this build impossible in some scenarios.
Make it work : High DPS, enough defensive stats
Sustain
The most popular and expensive route. Sustain comes in the form of Life Leech, either from % of dmg done or Life On Hit. In Inferno currently, % of Dmg Done is near useless because in Inferno this is reduced to 20% efficiency. To put this into perspective, let's say you're going for 2k Life per hit. To hit 2k Life per hit using LOH is a lot easier than % of Dmg Done. Let's say you managed to obtain 10% Life Leech on Dmg Done, which is pretty high. Now, to get 2k life per hit in Inferno, you need to put out 100k DPS. Which is crazy high for a melee character without WotB.
Make it work : High LOH, enough defensive stats
So from this, there comes the deduction that LOH sustain is the only way to go in the later Acts of Inferno assuming you want to win every fight. Would like to see some thoughts on some non-LOH builds theoratically that may be viable for Act 4 Inferno.
Inferno melee build viability
Jul 9 2012, 10:22 AM, updated 14y ago
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